How is it going with your document?
I have remade the crossings again. I realized that underneeth the crossingtexture, the normal road and track are lying just on top of each other. Luckily the tracks are the top part of the two, so I realized that if I just took the road with symbols etcetc and cuttet out the places where the rail should be visible, then I would get exactly correct railcolor, ballastcolor, with of the ballast etc. So now there actually only is one crossing needed, maybe two, for the sake of a wider road
The new crossings are lying on dropbox, also the sources.
I realy wanted to show a screenshoot of that, but my stupid computer still has very big problems with the internet. I can load different simutrans website and a newspaper, but not hotmail or wordpress where I usually put my pictures!
The screenshoot is instead in the dropbox folder edit:Dropbox-folder
Ok. The actual world is tending to run faster and faster, so I guess that this should be applied in our pak regarding speeds on the ways. During the years cars have been safer and roads have been upgraded again and again to handle greater speed.
As standard speeds could these be accepted?:
Inside townborders = 50kmh
Old/standard cheap countryroad = 70 kmh
Bigger road, more expensive, but allows for greater speed = 90 kmh
Bigger road becomes obsolete and is replaced with a new 90 kmh graphic, now with some collision dampers. Getting more expensive.
Motorway with collision dampers, *some way to force people to build two lanes?* = 110 kmh
New standard countryroad obsoletting the old = 80 kmh
Bigger road is obsoletting againg and is now replaced by = 100kmh
The motorway is being obsolete and a new one with even higher security (even more expensive!) has a speed of = 120 kmh
I think it might get too fiddly when you get to choose between 10kmh intervalls. If you have all the intervalls, which one to choose if they dont get other specialities (such as max weight or axelload although I know nothing particular about that)?
With the above, you would have between two but mostly three ways to choose from ( + some dirt roads) where you easy can notice the difference between the waytypes.
What do you think?
Don't forget that I have been poking around in the Simutrans code a bit (mostly GUI stuff), so maybe I can try to add some code to achieve effects, not present in the current version. The first thing I come to think of is to have roads signs automatically added when the road speed changes
Now this would be very very cool! Do you think it would be probable to define a way-thing like "crossing", but with two different waytypes connecting? Then one could paint a nice transition!
Yes you are right that most of such signs would be just eyecandy. Also there might be a danger that signs are eventually confusing players. But also I think it could be interesting if signs could be there to remind, just as in reality, for instance i you build a bridge out of poor quality, with eg lowered weight as a result than the conventional road, there would come two signs on each end. The signs would show max weight (although you can only see a blob) reminding the player that something is special with that bridge. So if the player wants to be shure, player has to route his trucks over 'unsigned' bridges :p
Also because of my poor internet, I cannot load your page with the signs
. I have to try again tomorrow.....